/r/dfworldgen
A subreddit community for sharing and discussing Dwarf Fortress World Generation Seeds and Settings.
A subreddit community for sharing and discussing Dwarf Fortress World Generation Seeds and Settings.
Please remember to include a description of your worldgen, along with a screenshot of the final map for our subscribers.
/r/dfworldgen
I want a worldgen that old for a small world without goblins and necromancers taking over.
Was playing around with world gen (do not understand much of it) and ran into a ground level volcano near a stream.
Anyways I'm looking for a relatively flat world, limited mountains for dwarves to spawn, and a higher chance to encounter these ground level volcano.
I really like the idea of having a unicorn ranch by a ground level volcano fortress !
If anyone has some experience and could help me generate a maps with flatter terrain, more rivers and volcanos that would be super helpful!
As of now most volcanos that I generate are surrounded by a higher elevation, hopefully this isn't a rare volcano type and I can increase the odds of finding another one!
After seeing lots of posts with people excited about having elephants available on embark, I felt greedy not sharing this world. Just like the title says, it has 1,500 volcanos and war elephants available on embark and lots and lots of necromancers. It's also got lots and lots of rivers, cliffs and waterfalls.
The civilization is called The Clasps of Drink., and in my testing you can usually run the world to about year 500 and they will still exist.
You can pretty safely tweak the parameters for the number of vampire/werebeasts curses and secrets. The longer you run the history the more necromancers there are.
Interesting and of note, is that when I tweaked the number of mega and semi-mega beasts, the name of the civilization changed. So if you do not see The Clasps of Drinks, the elephants will always be with the dwarf civilization whose mountain home is almost dead center (on the north/south axis) on the eastern coast (screenshot for reference).
Other notes:
[WORLD_GEN]
[TITLE:Small_Elephant_Volcanoes]
[SEED:irhoWbv4dkWjCF3Ii8Ij]
[HISTORY_SEED:0W5IH15NceDhsJMgTpS3]
[NAME_SEED:OLTgfo7E4t3C32Ay9VGd]
[CREATURE_SEED:R0Zcc6kl80czhNDxJlgH]
[DIM:65:65]
[EMBARK_POINTS:100000]
[END_YEAR:100]
[BEAST_END_YEAR:100:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:68:380:3200:3200]
[RAINFALL:7:99:3200:3200]
[TEMPERATURE:15:65:3200:3200]
[DRAINAGE:30:99:3200:3200]
[VOLCANISM:98:100:3200:3200]
[ELEVATION_FREQUENCY:2:1:500:500:1:1]
[RAIN_FREQUENCY:2:8:1:1:1:89]
[DRAINAGE_FREQUENCY:2:8:40:50:1:1]
[VOLCANISM_FREQUENCY:2:500:0:0:0:1]
[POLE:NORTH_AND_SOUTH]
[MINERAL_SCARCITY:100]
[MEGABEAST_CAP:100]
[SEMIMEGABEAST_CAP:100]
[DEMON_NUMBER:17]
[TITAN_NUMBER:50]
[NIGHT_TROLL_NUMBER:10]
[BOGEYMAN_NUMBER:5]
[VAMPIRE_NUMBER:1000]
[WEREBEAST_NUMBER:1000]
[SECRET_NUMBER:1000]
[REGIONAL_INTERACTION_NUMBER:1000]
[DISTURBANCE_INTERACTION_NUMBER:1000]
[EVIL_CLOUD_NUMBER:1000]
[EVIL_RAIN_NUMBER:1000]
[GENERATE_DIVINE_MATERIALS:1]
[PEAK_NUMBER_MIN:42]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:1500]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:1000]
[RIVER_MINS:800:800]
[PERIODICALLY_ERODE_EXTREMES:0]
[OROGRAPHIC_PRECIPITATION:0]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:100]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]
[CAVERN_LAYER_WATER_MIN:1]
[CAVERN_LAYER_WATER_MAX:90]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:15]
[LEVELS_ABOVE_LAYER_2:2]
[LEVELS_ABOVE_LAYER_3:2]
[LEVELS_ABOVE_LAYER_4:2]
[LEVELS_ABOVE_LAYER_5:5]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:500]
[MOUNTAIN_CAVE_MIN:240]
[NON_MOUNTAIN_CAVE_MIN:25]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:300]
[TOTAL_CIV_POPULATION:12000]
[SITE_CAP:225]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
I love vampires and werebeasts and I am curious if anyone knows how the number of curse types actually influences world generation and history. I usually set vampire curse types to the max of 1000 and sometimes even with an 850 year old world when I open legends there is only one or two living vampires.
They seem to work differently than secrets, where it seems like more secrets means lots more necromancers, There does not seem to be a direct impact on the amount of vampires and werebeasts.
Does anybody know how this actually works?
Basically an almost perfect natural defense map (atleast for me), while still allow caravan and migrants. Im looking for a peninsula that only have one side connected to the main land, and that connected part is VERY small, enough for me to defense easily. I tried to look for it manually but gone tired pretty quick.
The waterfall (about 10 z levels) dont mind the zombie geese
I spent about 9 days trying to find it generating almost 200 worlds, but I found the perfect embark for someone that wants to maximize their fun. This embark is half joyous wilds (with sun berries, unicorns and bubble bulb) and half terrifying with Sliver Barb. The embark has a river, waterfall, volcano, iron, flux stone and evil weather. The world has an incredible amount of necromancers.
In addition to the seed and world gen settings I am sharing, I also am sharing a world save where the biome is reanimating. Here is the world save: https://drive.google.com/file/d/1KOAKmxj8bRpNTZoCicolZvL6Drj551cS/view?usp=sharing
The photo captions include information on how to find the embark. If you find starting next to the river just a little too fun you can start exactly one square to the left of the volcano name and keep all the resources and fun without being directly on the river.
If you dont want the biome to be reanimating you can use the seed and world gen parameters below to make your own world. The evil weather unique each time you load the world, whether it is reanimating is not guaranteed.
Notes on the seed below:
You can safely tweak embark points and world age to your heart's content. A younger world will have less necromancers and more surviving dwarf civilizations. A younger world will also generate quicker.
If you dont like evil rain or evil clouds you can safely change those settings (right now they are maxed).
Reducing the number of demons appears to change the savagery, so might want to leave that alone.
History, name and creature seed are totally optional. You can safely delete them to get the embark biome, climate and resources.
The world gen parameters:
[WORLD_GEN]
`[TITLE:WATERFALLVOLCANO]`
`[SEED:C2PUDYwMyeG8ni233cvE]`
`[HISTORY_SEED:9dGIzTkWwyOzxoMBKoMs]`
`[NAME_SEED:LsHfIPVY6C5E1IDOWcBV]`
`[CREATURE_SEED:o6MsZMhPVWFjn1r9IFMX]`
`[DIM:65:65]`
`[EMBARK_POINTS:100000]`
`[END_YEAR:850]`
`[BEAST_END_YEAR:300:80]`
`[REVEAL_ALL_HISTORY:1]`
`[CULL_HISTORICAL_FIGURES:1]`
`[ELEVATION:68:380:3200:3200]`
`[RAINFALL:7:99:3200:3200]`
`[TEMPERATURE:20:65:3200:3200]`
`[DRAINAGE:30:99:3200:3200]`
`[VOLCANISM:98:100:3200:3200]`
`[SAVAGERY:32:77:3200:3200]`
`[ELEVATION_FREQUENCY:2:1:500:500:1:1]`
`[RAIN_FREQUENCY:2:8:1:1:1:89]`
`[DRAINAGE_FREQUENCY:2:8:40:50:1:1]`
`[TEMPERATURE_FREQUENCY:2:5000:0:0:0:1]`
`[SAVAGERY_FREQUENCY:6:1:0:0:0:500]`
`[VOLCANISM_FREQUENCY:2:500:0:0:0:1]`
`[POLE:NORTH_AND_SOUTH]`
`[MINERAL_SCARCITY:100]`
`[MEGABEAST_CAP:75]`
`[SEMIMEGABEAST_CAP:150]`
`[TITAN_NUMBER:33]`
`[TITAN_ATTACK_TRIGGER:5:0:0]`
`[DEMON_NUMBER:17]`
`[NIGHT_TROLL_NUMBER:10]`
`[BOGEYMAN_NUMBER:5]`
`[NIGHTMARE_NUMBER:26]`
`[VAMPIRE_NUMBER:750]`
`[WEREBEAST_NUMBER:73]`
`[WEREBEAST_ATTACK_TRIGGER:2:2:2]`
`[SECRET_NUMBER:1000]`
`[REGIONAL_INTERACTION_NUMBER:1000]`
`[DISTURBANCE_INTERACTION_NUMBER:1000]`
`[EVIL_CLOUD_NUMBER:10000]`
`[EVIL_RAIN_NUMBER:1000]`
`[GENERATE_DIVINE_MATERIALS:1]`
`[ALLOW_DIVINATION:1]`
`[ALLOW_DEMONIC_EXPERIMENTS:1]`
`[ALLOW_NECROMANCER_EXPERIMENTS:1]`
`[ALLOW_NECROMANCER_LIEUTENANTS:1]`
`[ALLOW_NECROMANCER_GHOULS:1]`
`[ALLOW_NECROMANCER_SUMMONS:1]`
`[GOOD_SQ_COUNTS:1000:4225:4225]`
`[EVIL_SQ_COUNTS:1000:4225:4225]`
`[PEAK_NUMBER_MIN:42]`
`[PARTIAL_OCEAN_EDGE_MIN:2]`
`[COMPLETE_OCEAN_EDGE_MIN:0]`
`[VOLCANO_MIN:1500]`
`[REGION_COUNTS:SWAMP:0:0:0]`
`[REGION_COUNTS:DESERT:0:0:0]`
`[REGION_COUNTS:FOREST:0:0:0]`
`[REGION_COUNTS:MOUNTAINS:0:0:0]`
`[REGION_COUNTS:OCEAN:0:0:0]`
`[REGION_COUNTS:GLACIER:0:0:0]`
`[REGION_COUNTS:TUNDRA:0:0:0]`
`[REGION_COUNTS:GRASSLAND:0:0:0]`
`[REGION_COUNTS:HILLS:0:0:0]`
`[EROSION_CYCLE_COUNT:1000]`
`[RIVER_MINS:800:800]`
`[PERIODICALLY_ERODE_EXTREMES:0]`
`[OROGRAPHIC_PRECIPITATION:0]`
`[SUBREGION_MAX:5000]`
`[CAVERN_LAYER_COUNT:3]`
`[CAVERN_LAYER_OPENNESS_MIN:30]`
`[CAVERN_LAYER_OPENNESS_MAX:100]`
`[CAVERN_LAYER_PASSAGE_DENSITY_MIN:10]`
`[CAVERN_LAYER_PASSAGE_DENSITY_MAX:75]`
`[CAVERN_LAYER_WATER_MIN:1]`
`[CAVERN_LAYER_WATER_MAX:90]`
`[HAVE_BOTTOM_LAYER_1:1]`
`[HAVE_BOTTOM_LAYER_2:1]`
`[LEVELS_ABOVE_GROUND:15]`
`[LEVELS_ABOVE_LAYER_1:20]`
`[LEVELS_ABOVE_LAYER_2:10]`
`[LEVELS_ABOVE_LAYER_3:10]`
`[LEVELS_ABOVE_LAYER_4:15]`
`[LEVELS_ABOVE_LAYER_5:5]`
`[LEVELS_AT_BOTTOM:1]`
`[CAVE_MIN_SIZE:5]`
`[CAVE_MAX_SIZE:25]`
`[MOUNTAIN_CAVE_MIN:100]`
`[NON_MOUNTAIN_CAVE_MIN:200]`
`[ALL_CAVES_VISIBLE:1]`
`[SHOW_EMBARK_TUNNEL:2]`
`[TOTAL_CIV_NUMBER:200]`
`[TOTAL_CIV_POPULATION:12000]`
`[SITE_CAP:225]`
`[PLAYABLE_CIVILIZATION_REQUIRED:1]`
`[ELEVATION_RANGES:0:0:0]`
`[RAIN_RANGES:0:0:0]`
`[DRAINAGE_RANGES:0:0:0]`
`[SAVAGERY_RANGES:0:0:0]`
`[VOLCANISM_RANGES:0:0:0]`
Sorry if this isn't allowed here, but I was looking to generate an embark site similar to one I had a while back.
The Site had a Volcano (Sweet, but it isn't mandatory here), the Volcano was really low elevation. Highest level was like 20, and the volcano's lava went to like 17, it was a Z levels down
Was on a Good Biome (Also Sweet, but isn't mandatory here)
But the big kicker was, starting from about 15 Z I managed to hit the first level of the caverns at about ~8 z.
I'd like to try this type of embark again, does anyone have any advice on how to get Volcano's this low?
Or what determines the layer that the caverns start to spawn, and what can I do as a player to spawn them as close to the topside as possible?
My Ultimate goal is to essentially be able to reach the circus with in around ~20 Z levels of diggings if possible.
Edit: I should specify that I'm on the premium version and currently up to date.
Does anyone know if there is a seed or settings to sort of recreate the Warhammer World?
https://www.reddit.com/r/WarhammerFantasy/comments/ortg6l/map_of_the_warhammer_world_8k/
Behold, the grand, ~35z, double waterfall, consisting of a stream and two separate major rivers on an Untamed Wilds forest. Stream is 4w, river #1 is 47w, river #2 is 32w... free water!!!
World Gen: https://pastebin.com/qXXaeBby
I'm new to advanced world generation and trying to get a hang of PerfectWorldDF. I'm looking to make a map that has a few tall mountain spires near each other so I can build the fort between them, almost like a tree house between several trees. I cannot figure out how to make my mountains more pointy so i can get this effect. I found a site in a randomly generated world that had a volcano with some spires nearby and had a ton of ideas, but my mods made the world crash and I lost it. Now im trying to recreate it somehow.
The advanced parameters dont make sense to me (Im old, sorry :P). What would I need to set the parameters to if I want to find a lot of embark points that have sheer multi-story cliffs, and LOTS of volcanos. Im imagining a Lonely Mountain (volcano) scenario, with a tunnel dug into the base with multi-story balconies and such as you rise, and smelteries and such below ground. Also, I LOVE the broadleaf forests, so if there was a way to make the sheer cliffs and broadleaf forest environments butt up against each other more often, that would be amazing.
​
Thanks in advance!
I've been using Perfect World after not being able to find one through natural methods and such but even then the volcanos have been too far to reach the ocean even with a 6x6 embark. I'm losing my mind trying to get this down. Any possible help?
Looking for a Small or Pocket world with huge number of goblins and undead in a flat desert world?
I like to play around with old worlds, trying to get high numbers of undead or goblins, for the loot! Also i try to keep the world small, so it is more dense and bit faster to load ^^
Also i like to keep the map easy to read, flatish. i need no rivers or vulcanoes other for the dwarf civs :) Just a flat desert without lots of animals or plants is cool! I run into problems having lots of undead / and or goblins. Is there problems with humans and necromancer towers versus goblins? Would love to see from other players how high they can show the undead numbers in towers or goblins :D
World gen seed or saved map would be cool :)
As title says, I want pocket sized so the game loads incredibly fast on steam deck.
I'm new here! I found this volcano! Wow! Dense forest is at E=49, so I'm like way above sea level! What should I do? Any tips? Can I share this seed? I don't know how to find seeds from inside games. Strike the Earth!
I am trying to make a world with many broadleaf/conifer forests and very little to no swamps/marshes while still being able to have at least one sandy desert.
I've been toying with the world_gen for a while now and I can't seem to get the drainage/rainfall parameters just right for what I want. I haven't touched the frequency parameters yet as I'm not entirely sure how they work, or the region counts settings.
The closest I can get is getting a world with a lot of swamps, a decent amount of forests, and a couple sandy deserts with a ton of badlands. Does anyone have an idea of some parameters I could try to make this work?
Here are the spec:
Medium region (129*129)
32 dwarf left, hiding in a cave (top north-east side in the corner next to the volcano).
Some humans, elves, goblins and kobols but not all at the same place.
The enclosed part in the west side have human, elves, kobols and necro. I don't know if it's possible to create a pathway to the east or the purpose of it ?
Temperature are mostly temperate.
Things you might want to change in the world.txt
- Cave z depth (near bottom of the file), i want with something like 45-8-8-8.
- Embark points
- End years
​
I don't know how to share only the world.txt since i already created the world so here is the save file (put it in the save folder in C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\save)
https://www.mediafire.com/folder/jicsps9rhwg7l/region31
​
Hey y'all, I'm looking to generate a world where I'll be likely to get small islands near the coast of main landmasses in such a way that a single embark can cover both part or all of an island as well as the main landmass with neighbors and all that.
I'm looking to build an island fortress with a bridge or tunnel to the mainland. That way I can have all the fun (and "fun") of an island, while still having access to traders and such.
Bonus points for a volcano on the tiny island.
Greetings, dwarf friends!
I am pleased to share with you a world gen on which I spent a lot of time. Disclaimer: I started playing DF this year with the Premium version. I am a rookie!
So, I wanted to find a worldgen profile that would create "epic" fantasy worlds, worlds that would look like they were created by talented fantasy novelists, worlds where I could easily imagine a RP for my future fortresses. I would like to experiment with the "retire fort" and "abandon fort" features of DF, to see my old dwarves coming by to a new fort, or to read about their stories. For this I need a world I can confidently use and re-use.
Well, it's not really clear isn't it. I had to find a concrete set of specifications:
Enough chitchat, some screenshots:
Look there is a big lake in the north
​
And here is the world gen:
[WORLD_GEN]
[TITLE:EPIC_v27]
[DIM:129:129]
[EMBARK_POINTS:1504]
[END_YEAR:100]
[BEAST_END_YEAR:150:60]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:200:3600]
[RAINFALL:0:200:500:500]
[TEMPERATURE:15:75:500:500]
[DRAINAGE:0:100:1600:1600]
[VOLCANISM:0:100:3200:3200]
[SAVAGERY:0:100:600:600]
[ELEVATION_FREQUENCY:3:80:0:0:0:100]
[RAIN_FREQUENCY:2:1:0:0:0:1]
[DRAINAGE_FREQUENCY:4:1:0:0:0:0]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:2:5:0:0:0:5]
[POLE:NORTH_OR_SOUTH]
[MINERAL_SCARCITY:95]
[MEGABEAST_CAP:18]
[SEMIMEGABEAST_CAP:37]
[TITAN_NUMBER:9]
[TITAN_ATTACK_TRIGGER:3:0:3]
[DEMON_NUMBER:28]
[NIGHT_TROLL_NUMBER:14]
[BOGEYMAN_NUMBER:14]
[NIGHTMARE_NUMBER:14]
[VAMPIRE_NUMBER:14]
[WEREBEAST_NUMBER:14]
[WEREBEAST_ATTACK_TRIGGER:2:2:2]
[SECRET_NUMBER:28]
[REGIONAL_INTERACTION_NUMBER:28]
[DISTURBANCE_INTERACTION_NUMBER:28]
[EVIL_CLOUD_NUMBER:14]
[EVIL_RAIN_NUMBER:14]
[GENERATE_DIVINE_MATERIALS:1]
[ALLOW_DIVINATION:1]
[ALLOW_DEMONIC_EXPERIMENTS:1]
[ALLOW_NECROMANCER_EXPERIMENTS:1]
[ALLOW_NECROMANCER_LIEUTENANTS:1]
[ALLOW_NECROMANCER_GHOULS:1]
[ALLOW_NECROMANCER_SUMMONS:1]
[GOOD_SQ_COUNTS:24:244:0]
[EVIL_SQ_COUNTS:24:244:0]
[PEAK_NUMBER_MIN:16]
[PARTIAL_OCEAN_EDGE_MIN:2]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:24]
[REGION_COUNTS:SWAMP:63:1:1]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:504:6:6]
[REGION_COUNTS:MOUNTAINS:504:2:2]
[REGION_COUNTS:OCEAN:4000:1:1]
[REGION_COUNTS:GLACIER:16:0:0]
[REGION_COUNTS:TUNDRA:32:0:0]
[REGION_COUNTS:GRASSLAND:100:1:1]
[REGION_COUNTS:HILLS:404:3:2]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:200:800]
[PERIODICALLY_ERODE_EXTREMES:0]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:3500]
[CAVERN_LAYER_COUNT:2]
[CAVERN_LAYER_OPENNESS_MIN:80]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:20]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:40]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:40]
[NON_MOUNTAIN_CAVE_MIN:60]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:23]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:1500]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:4000:0:2000]
[RAIN_RANGES:0:0:4128]
[DRAINAGE_RANGES:2064:4128:2064]
[SAVAGERY_RANGES:2064:4128:2064]
[VOLCANISM_RANGES:2064:4128:2064]
And some explanations about what I did, in the hope somebody find it useful or somebody could suggest me enhancements.
First, credits. I found this post about "large worlds that have that Middle Earth vibe". I started from it. Thank you, sknnr!
By the way if you are looking for a good Middle Earth map, here it is.
Then, elevation parameter. They say it is the most important. I kept a standard 1-400 range as I need ocean and mountain peaks (which require 400 elevation). I lowered the X-variance to have a more or less monotonous shape in the X axis: only ocean, only land, or something like land-ocean-land. For Y-variance I went nuts with 3600, to have epic changes, mountains, lakes, cliffs, whatever.
I tuned elevation weighted ranges as well, increasing the weight of the lowest and highest elevation, to give more lakes and possibly cliffs/waterfalls. It seems the size of 3 gives the best odds to have close landmasses that could be separated by a strait. Lower it and lands are isolated too much, I found, and higher it and its not good anymore.
Trying to get more lakes, I was very unfortunate playing with river and erosion parameters. I did not get obvious results with them... Increasing erosion gave interesting shapes but, nothing like more lakes.
I finally decided to increase a lot the rainfall max (200) and suddenly had a lot of rivers. But sometimes this worldgen does not include a desert region.
At this point I was still not getting enough lakes so I increased the drainage variance, and weighted it in favor of the very low drainage tiles, because they say lakes are in low drainage areas, and then I got more lakes, and bigger, in mountains. Sometimes it is actually a small sea or a complex group of lakes. However, you have to try several times, sometimes a lot.
I put 2 partial ocean edges minimum, it gave the best landmass shapes and less rejections with all the constraints about elevation.
Volcanoes, I went crazy with the variance and weighted more the very low and very high volcanism percentages in an attempt to help a sedimentary layer containing coal to be close to a volcano. To be confirmed!
I don't know if it changes something but I put mineral scarcity at 95 because... yeah. Mooar.
PERIODICALLY_ERODE_EXTREMES is at 0 because they says it helps to get cliffs but it is still to be confirmed.
I tuned the different rejection ranges, region min etc. to don't have a lot of rejections (there still are). The worldgen have hard times to put enough Grasslands and Deserts sometimes, and if you use it please take note I changed the caverns to my taste (or something like this).
Final bonus here is a seed that give a possible bridge embark between two continents (did not try yet):
[SEED:QC5BAZol82bv2ztyvW7A]
Oh and there is a big lake in the south
Voila, tell me what you think about it!